ULRE/src/SceneGraph/Vulkan/VKRenderResourceMaterial.cpp

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#include<hgl/graph/VKShaderModule.h>
#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKShaderModuleMap.h>
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#include<hgl/graph/VKShaderResource.h>
#include<hgl/graph/VKMaterialDescriptorManager.h>
#include<hgl/graph/VKVertexInput.h>
#include<hgl/filesystem/FileSystem.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/io/ConstBufferReader.h>
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#include<hgl/shadergen/MaterialCreateInfo.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
VK_NAMESPACE_BEGIN
const ShaderModule *RenderResource::CreateShaderModule(const OSString &filename,VkShaderStageFlagBits shader_stage,const uint32_t *spv_data,const size_t spv_size)
{
if(!device)return(nullptr);
if(filename.IsEmpty())return(nullptr);
if(!spv_data)return(nullptr);
if(spv_size<4)return(nullptr);
ShaderModule *sm;
if(shader_module_by_name.Get(filename,sm))
return sm;
sm=device->CreateShaderModule(shader_stage,spv_data,spv_size);
shader_module_by_name.Add(filename,sm);
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#ifdef _DEBUG
{
auto da=device->GetDeviceAttribute();
const UTF8String sn=ToUTF8String(filename);
if(da->debug_maker)
da->debug_maker->SetShaderModule(*sm,sn);
if(da->debug_utils)
da->debug_utils->SetShaderModule(*sm,sn);
}
#endif//_DEBUG
return sm;
}
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void LoadShaderDescriptor(io::ConstBufferReader &cbr,ShaderDescriptor *sd_list,const uint count,const uint8 ver)
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{
ShaderDescriptor *sd=sd_list;
for(uint i=0;i<count;i++)
{
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cbr.CastRead<uint8>(sd->desc_type);
cbr.ReadTinyString(sd->name);
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if(ver==3)
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cbr.CastRead<uint8>(sd->set_type);
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else
if(ver==2) //以下是旧的,未来不用了,现仅保证能运行
{
if(sd->name[0]=='g')sd->set_type=DescriptorSetType::Global;else
//if(sd->name[0]=='m')sd->set_type=DescriptorSetType::PerMaterial;else
//if(sd->name[0]=='r')sd->set_type=DescriptorSetType::PerObject;else
sd->set_type=DescriptorSetType::PerMaterial;
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}
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cbr.Read(sd->set);
cbr.Read(sd->binding);
cbr.Read(sd->stage_flag);
//if(sd->set_type>=DescriptorSetType::PerObject)
//{
// if(sd->desc_type==VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)sd->desc_type=VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;else
// if(sd->desc_type==VK_DESCRIPTOR_TYPE_STORAGE_BUFFER)sd->desc_type=VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
//}
++sd;
}
}
ShaderResource *LoadShaderResource(io::ConstBufferReader &cbr);
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Material *RenderResource::CreateMaterial(const OSString &filename)
{
Material *mtl;
if(material_by_name.Get(filename,mtl))
return mtl;
constexpr char MaterialFileHeader[]=u8"Material\x1A";
constexpr uint MaterialFileHeaderLength=sizeof(MaterialFileHeader)-1;
int64 filesize;
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uint8 *filedata=(uint8 *)filesystem::LoadFileToMemory(filename+OS_TEXT(".material"),filesize);
if(!filedata)
{
material_by_name.Add(filename,nullptr);
return(nullptr);
}
AutoDeleteArray<uint8> origin_filedata(filedata,filesize);
if(filesize<MaterialFileHeaderLength)
return(nullptr);
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io::ConstBufferReader cbr(filedata,filesize);
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if(memcmp(cbr.CurPointer(),MaterialFileHeader,MaterialFileHeaderLength)!=0)
return(nullptr);
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cbr.Skip(MaterialFileHeaderLength);
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uint8 ver;
cbr.Read(ver);
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if(ver<2||ver>3)
return(nullptr);
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uint32_t shader_bits;
cbr.Read(shader_bits);
const uint count=GetShaderCountByBits(shader_bits);
uint32_t size;
ShaderResource *sr;
const ShaderModule *sm;
bool result=true;
ShaderModuleMap *smm=new ShaderModuleMap;
VertexInput *vertex_input=nullptr;
OSString shader_name;
for(uint i=0;i<count;i++)
{
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cbr.Read(size);
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sr=LoadShaderResource(io::ConstBufferReader(cbr,size)); //有一个stage output没读放弃了所以不能直接用上一级的cbr
cbr.Skip(size);
if(sr)
{
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shader_name=filename+OS_TEXT("?")+ToOSString(sr->GetStageName());
sm=CreateShaderModule(shader_name,sr->GetStage(),sr->GetSPVData(),sr->GetSPVSize());
if(sm)
{
if(smm->Add(sm))
{
if(sr->GetStage()==VK_SHADER_STAGE_VERTEX_BIT)
vertex_input=new VertexInput(sr->GetInputs());
continue;
}
}
}
result=false;
break;
}
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const UTF8String mtl_name=ToUTF8String(filename);
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MaterialDescriptorManager *desc_manager=nullptr;
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{
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uint8 count;
cbr.Read(count);
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if(count>0)
{
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ShaderDescriptor *sd_list=new ShaderDescriptor[count];
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LoadShaderDescriptor(cbr,sd_list,count,ver);
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desc_manager=new MaterialDescriptorManager(mtl_name,sd_list,count);
delete[] sd_list;
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}
}
if(result&&vertex_input)
{
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mtl=device->CreateMaterial(mtl_name,smm,desc_manager,vertex_input);
Add(mtl);
}
else
{
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SAFE_CLEAR(desc_manager);
delete smm;
mtl=nullptr;
}
material_by_name.Add(filename,mtl);
return(mtl);
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}
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Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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{
if(!mci)
return(nullptr);
Material *mtl;
const OSString mtl_name=ToOSString(mci->GetName());
if(material_by_name.Get(mtl_name,mtl))
return mtl;
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const uint count=GetShaderCountByBits(mci->GetShaderStage());
const ShaderModule *sm;
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ShaderModuleMap *smm=new ShaderModuleMap;
VertexInput *vertex_input=nullptr;
const ShaderCreateInfoVertex *vert=mci->GetVS();
if(vert)
{
sm=CreateShaderModule( mtl_name+OS_TEXT("?Vertex"),
VK_SHADER_STAGE_VERTEX_BIT,
vert->GetSPVData(),vert->GetSPVSize());
if(!sm)
return(false);
if(smm->Add(sm))
vertex_input=new VertexInput(vert->sdm->GetShaderStageIO().input);
}
const ShaderCreateInfoGeometry *geom=mci->GetGS();
if(geom)
{
sm=CreateShaderModule( mtl_name+OS_TEXT("?Geometry"),
VK_SHADER_STAGE_GEOMETRY_BIT,
geom->GetSPVData(),geom->GetSPVSize());
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smm->Add(sm);
}
const ShaderCreateInfoFragment *frag=mci->GetFS();
if(frag)
{
sm=CreateShaderModule( mtl_name+OS_TEXT("?Fragment"),
VK_SHADER_STAGE_FRAGMENT_BIT,
frag->GetSPVData(),frag->GetSPVSize());
smm->Add(sm);
}
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MaterialDescriptorManager *mdm=nullptr;
{
const auto &mdi=mci->GetMDI();
if(mdi.GetCount()>0)
mdm=new MaterialDescriptorManager(mci->GetName(),mdi.Get());
}
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mtl=device->CreateMaterial(mci->GetName(),smm,mdm,vertex_input);
if(!mtl)
{
delete mdm;
delete smm;
}
else
{
Add(mtl);
}
material_by_name.Add(mtl_name,mtl);
return mtl;
}
VK_NAMESPACE_END